My players helped an old farmer out, and he wants his son to travel with them as an NPC/PC. The boy has lots of potential, and yearns to see the world. I control the character out of combat, and a player controls him in combat. I wanted to create a custom class for this, and this is what I have so far.
I have created weapons for this class as well, the pitchfork and the scythe. You can comment on these as well if you like, but I'm more interested on the class features at the moment. I can always substitute them for copies of weapons straight from the handbook if I need to.
What are your thoughts? Is this balanced, when compared to other core martial classes? What adjustments should I make? I only have levels 1-9 planned out so far.
To clarify, I am not looking for feedback on the implications of having a companion NPC for the party or a DMPC, but rather feedback on the balance of the class itself. For example:
- How do the level 5 class options compare to most other martial classes getting Extra Attack? What about level 7, where most classes get a significant improvement to their subclass or core abilities? Other levels as well, if applicable.
- Level to level, does this class stack up to other martial classes?
- Which feats mesh well with the class, including potential racial feats. Which feats could cause the class to become overpowered or broken?
- What races/backgrounds compliment the class? What is the most viable option for a build?
The Farmer Class
The Farmer Table
\$\begin{array}{|c|c|l|} \hline \textbf{Level} & \textbf{PB} & \textbf{Features} \\ \hline \text{1st} & +2 & \text{Unarmored Defense, Farmer's Weapons, Farmer Die, Strong as an Ox} \\ \text{2nd} & +2 & \text{Tend the Herd, Reapin' and Sowin'} \\ \text{3rd} & +2 & \text{Stubborn as a Mule} \\ \text{4th} & +2 & \text{Ability Score Improvement} \\ \text{5th} & +3 & \text{Farmer's Spirit} \\ \text{6th} & +3 & \text{Bountiful Harvest} \\ \text{7th} & +3 & \text{Farmer Die improvement} \\ \text{8th} & +3 & \text{Ability Score Improvement} \\ \text{9th} & +4 & \text{Scarecrow} \\ \hline \end{array} \$
Class Features
Hit Points
- Hit Dice: 1d12
- Hit Points at 1st Level: 12 + your Constitution modifier
- Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Farmer level after 1st
Proficiencies
- Armor: none
- Weapons: sickle, hatchet, pitchfork, scythe
- Tools: none
- Saving Throws: Strength, Constitution
- Skills: Choose 3 from Acrobatics, Animal Handling, Athletics, Medicine, Nature, Perception, and Survival
Starting Equipment
You start with the following equipment:
- (a) a pitchfork or (b) a scythe
- (a) a hatchet or (b) a sickle
- An explorer's pack
Note: The pitchfork deals 1d8 piercing damage and has the two-handed and reach properties. The scythe deals 2d4 damage, and has the finesse and special properties. It has -2 to hit, but its crit range is 19-20, and a crit deals 5d4 damage instead of 4d4. The hatchet is identical to the handaxe, but is called a "hatchet" for flavor reasons. If anyone without the "Farmer Weapons" class feature attempts to use the tools, they count as improvised weapons.
Unarmored Defense
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You cannot use a shield and gain this benefit.
Farmer's Weapons
You are proficient in farmer's weapons. These are the sickle, hatchet, pitchfork and scythe. The sickle has the finesse property for you.
Farmer Die
When you take this class at 1st level, you have a number of d4s, which you can use in a variety of ways. The number of farmer dice equals your Str or Dex modifier + your Con modifier. When you finish a short rest, you regain 1d4 expended farmer dice, and when you finish a long rest you regain all of your expended farmer dice.
Strong as an Ox
When you miss an attack roll with a farmer's weapon, you can choose to roll a farmer die and add the total to the attack roll.
Tend The Herd
Starting at 2nd Level, you gain proficiency in the Animal Handling skill. If you already have this proficiency, you instead gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it.
Reapin' And Sowin'
Starting at 2nd level, when you attack with a farmer's weapon, you can apply special techniques used during times of harvest.
When you score a critical hit with a farmer's weapon or reduce a creature to 0 hit points with one, you can spend a farmer die to roll it and regain a number of hit points equal to the total.
Stubborn as a Mule
Starting at 3rd level, when you are reduced to 0 hit points (and aren't killed outright) and have at least 1 farmer die remaining, you can make a Constitution saving throw. The DC equals the damage you took. Before making the Constitution saving throw, spend at least one farmer die and add the total to the roll. On a success, you regain a number of hit points equal to the total of the farmer die you rolled. You can use this feature only once per short rest.
Ability Score Improvement
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Farmer's Spirit
When you reach 5th level, you may pick a Farmer's Spirit, which enhances your abilities or grants new ones. You can choose one of the following options:
Spirit of the Mule
The spirit of a hearty mule helps you endure through difficult times.
When you roll a farmer die for the Reapin' and Sowin' feature, you can add your Constitution modifier to the roll to determine how many hit points you regain. Additionally, when you make a Constitution saving throw as part of the Stubborn as a Mule feature, you have advantage on the roll.
Spirit of the Ox
The spirit of a mighty ox grants you strength when you need it most.
All of your Strength-based attacks deal 1 additional point of damage. When you roll a farmer die for the Strong as an Ox feature, you also add the roll to the damage of the attack if it hits. Additionally, if your attack hits after using the Strong as an Ox feature, you may make one additional attack as a bonus action on the same turn.
Spirit of the Beekeeper
The spirits of a hive of bees allows you to better support your allies.
You gain one additional farmer die. Additionally, after a short or long rest, you can expend any number of farmer dice without rolling them to obtain an equal number of honey chunks from your bee spirits. A creature can consume a honey chunk as an action to restore hit points equal to 1d4 + your farmer die. The chunks lose their healing properties if they are not consumed within 24 hours of being obtained, or if you use this feature again.
Bountiful Harvest
Starting at level 6, when you roll Hit Dice to recover HP, the amount of HP you recover is increased by 2. Additionally, when you recover spent Hit Dice at the end of a long rest, you recover 1 more Hit Die than normal.
Farmer Die Improvement
When you reach 7th level, your Farmer Die becomes a d6.
Ability Score Improvement
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Scarecrow
At level 9, you can divert enemies away from your allies. You know how to intimidate crows away from your crops, and you can attempt to do the same in combat.
As an action, roll a farmer die and choose one creature within 30 feet of you. That creature has disadvantage on attacks against other creatures you designate for 1 minute, while that creature or its target is within 30 feet of you. You can designate a number of creatures equal to the roll of your farmer die, but you cannot include yourself, and the creatures you designate must be within 30 feet of you when you designate them.
The farmer die is spent, and you can only use this ability once per short rest.